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mikeprichard

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Everything posted by mikeprichard

  1. Hi all - I'm checking in since I just read in Jeff's newsletter and on Steam news that QW1 was recently updated to 1.03 to include "better, revamped character art and a lot of tweaks and improvements." I suspect a detailed changelog specifying the exact tweaks/improvements doesn't exist, but if one does and I'm just missing it, will someone please provide a link/copy here? I doubt the changes will be enough to get me to start another playthrough, but I am curious about any hints of what's in store for QW2. Cheers!
  2. Oh yeah, those Anama playthroughs in some games... good point.
  3. Sorry to continue this tangent, but how were lockpicks "infinitely renewable" in Exile? Was there an infinite supply in merchants, or did they not get used up? Again, don't remember that far back.
  4. OK, so I guess I was right in that this kind of thing has been around since the beginning, without really remembering for sure, lol.
  5. Oh, so Exile did have lockpicks after all? Forgot about that.
  6. True, the old Exile/Avernum games had an Unlock spell for this purpose - been a while since my last Exile/Avernum playthroughs, so I tend to mix up different gameplay mechanics across the series.
  7. Good Lord, those stinging (?) double-move clawbugs were a massive pain in the tuckus the first time I ran into them. Was very satisfying to come back later and squash 'em.
  8. Yeah, I realized that later, TriRodent - no problem! To BenS' point, I also would love to be able to selectively sell junk bag items, and find the limited inventory space much more tedious than challenging, but I understand the latter it least is a very intentional decision on Jeff's part - and inventory management is still wayyyyy (way) better than it was in the original.
  9. I didn't see Shift-click covered earlier, which is how you split stacks (and why I mentioned it above as relevant to alhoon's immediately previous question).
  10. In my case, I was simply trying to understand the mechanics - no real complaints about difficulty (though in some battles I had to go for a cup of coffee while waiting for my turn to come back while surrounded by 25 ticked-off shades...).
  11. I've also noticed this and wondered about it; though I've finished my playthrough so I can't recall very specific examples, it seemed many enemies had this kind of inherent "double attack" ability, separate from/in addition to e.g. Haste or Quick Action used by Sholai or servile NPCs.
  12. This kind of resource management has been a staple of Spiderweb games since the beginning. Everyone has their own personal preferences and takes on what they find frustrating, but changing the tools system for a chance-based approach would also drive me nuts.
  13. I noticed the same thing with armor, Mechalibur - many of these calculations don't seem to be based on a flat percentage as the tooltip info would have you believe. I think this has been a trend with some of Jeff's more recent games; in general, speaking as someone who enjoys the stat-crunching aspects of CRPGs at least to a point, Spidweb in-game information often seems unfortunately somewhat unclear with things like this.
  14. I know, it is a minor but recurring issue. Jeff's support/other half just emailed me back confirming he'll take a look regardless for patch 1.0.1.
  15. Ended with 30000, and a ton of stuff still left in my junk bag I couldn't sell since I took everyone's money; the shaper records were only a very small portion. Then again, I hoovered up everything in the game worth any coins (except stuff that would've needed to be stolen, of course).
  16. I've just completed the game, and so am done with the list of typos in the first post, as already mentioned to Jeff above and over email. Thanks to Jeff/Spiderweb for a fantastic remake - it really brought back the old nostalgia in a fresh way with many appreciated improvements. Already looking forward to wasting more time (in a very good way) on Queen's Wish 2!
  17. Not sure if this is a bug or intended (and if intended, it should probably be explained better in game), but with 16 points in Melee Weapons and 12 points in Quick Action, I had assumed from the tooltips that I'd have a (16x3%) + (12x4%) = 96% chance for Quick Action to proc with every basic melee attack. However, while it does happen quite often, after about 200 attacks I can say it's not 96% - maybe more like 70-80%. Do these separate chances maybe combine multiplicatively instead of additively? Anyone have any insight on this? Adding the confirmed information to Strategy Central would also be helpful.
  18. Since Jeff has said he'll be checking the forums for bugs for a few more days, and I'd rather not keep spamming his email for a few minor bugs that affect the quest journal only: 1) Even if you use the Leadership option to convince Ellhrah you don't need to kill Control Four in order to join the Awakened, the "Destroy Control Four" quest remains in your journal. Telling Ellhrah you've met the mind and don't want to kill it still doesn't clear the quest. 2) If you give Trajkov the Fake Shaping Gloves (from Goettsch) and he uses them on the Geneforge and dies, the "Recover Shaping Gloves" quest remains in your journal. Similarly, the quest will remain in your journal if you kill Trajkov in battle. However, if you instead "fix" the Damaged Shaping Gloves and convince Trajkov to use them, with the same result, the quest will be cleared from your journal. 3) If you destroy the Geneforge, the quest "Use the Geneforge" - no longer practically possible to complete - remains in your journal. There are probably other similar quest journal issues, but these are the ones I've confirmed.
  19. Ha, I do the same thing - never used a single baton in the game. Played as a solo Guardian, Essence Shield up, walked over the things (one at a time for the bigger ones).
  20. This is probably another unusable door Jeff added just to troll us, but is there any way to open this one?
  21. I agree that it'd be nice to at least optionally remove this "helpful" new timer.
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